Mid-Week Update: Transparency Woes (Pictures!)

Well....been working on transparency, and here's some of the hilarious results I've had through the process:

Aaaaaannnndddd.....that last one shows static sorting -- one round of sorting on generation, and that's it. Looks not too bad! When I work with movement, I've gotten a lot of flickering issues (see the crazy 4th image!); just some bugs to fix. Until next time!

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I tried that by doing cubes with spheres subtracted....looks fine! Hard to tell the difference between the last one above and the new ones though....I don't know if it's correct, but it looks good enough and realistic enough that I don't think anyone would complain. I'll look more into it.

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I wonder if one could do erosion in single pass, sort of. Erosion is recursive in nature and one can find GPU-approaches (ping-ponging textures). Never tried, but an idea I had is to produce a wrappable texture (starting from some wrappable heightmap) and then use as overlay. Probably with a height-dependant scale, like you did your mountains.